Consign to Dream
The bounce spell that punishes the wrong colors. Returning a permanent to hand is the standard tempo play, the kind of effect blue has priced cheaply since the earliest sets; what makes this version sharp is the conditional escalation against red and green. Hit a blue, white, black, or colorless permanent and you've bought a turn. Hit a red or green one and you've bought considerably more: the owner has to redraw and recast it, the tempo swing doubling against precisely the two colors most likely to be deploying aggressive, on-curve threats that hate being slowed down. That color-hate is the design wrinkle here. Rather than a flat downside or a flat upside, the spell reads the board and scales its severity to the matchup, costing the same regardless. Against an opponent leaning on red and green threats it approaches the severity of a Time Walk stapled to a tempo play; against everyone else it settles into a serviceable but unremarkable bounce. The instant-speed window matters too: held up on the opponent's turn, it can answer a freshly resolved attacker before combat or strand a key permanent on top of the library at the worst moment. It is a clean expression of a hate-card philosophy that bakes the asymmetry into the rules text instead of the sideboard, which is what keeps it interesting long after the environment it was tuned against has faded.
